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N1ck Comeau
Ahrendee Mercenaries EoN.
893
|
Posted - 2013.08.02 11:11:00 -
[1] - Quote
Anyone who has seen me in game would know that i have both Proto Forge and Proto HMG.
The forge gun is a very deadly weapon, with over 1500 direct damage it is enough to one hit any infantry soldier.
so looking at the Proto assault forge, (Ishukone) it is very deadly toward infantry. It will still need 2-3 hits of splash to take down a well built assault logi or heavy class.
In my opinion, it should have a slightly smaller blast radius, and slightly lowered splash damage. Making it a more direct hit style of a gun.
It ain't easy getting direct hits with a forge, sense you will have to be farther away in order not to get seen and shot. Forge gun can't perform good up close.
Against vehicles
The forge gun is a monster against vehicles, you can deal well over 3000 damage in just 5 seconds, thats fine in my opinion.
All i want to see be done with forge guns vs tanks are, Make the forge gun projectile have a lowered speed, meaning more time to be able to see it coming at you.
Be able to see when someone is charging it at a distance.
The projectile is bigger in the air. Meaning so you can see when someone has a forge gun.
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DJINN leukoplast
Hellstorm Inc League of Infamy
888
|
Posted - 2013.08.02 11:35:00 -
[2] - Quote
Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower.
Tanks are far too quick (LAV's ever even quicker), and can easily back off when in danger from AV... only time they can't back off too quickly is with a forge, and IMO that works just fine.
Swarms are mostly useless against tanks cause they just run into cover before they can get hit, but it is a breath of fresh air when the forge can hit them instantly.
Swarms are slow enough as it is, no reason to make forge guns that way too (especially since only slow-ass heavy's can use them, they are vulnerable enough as it is and need that insta-hit ability to be effective). |
N1ck Comeau
Ahrendee Mercenaries EoN.
894
|
Posted - 2013.08.02 11:39:00 -
[3] - Quote
DJINN leukoplast wrote:Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower.
Tanks are far too quick (LAV's ever even quicker), and can easily back off when in danger from AV... only time they can't back off too quickly is with a forge, and IMO that works just fine.
Swarms are mostly useless against tanks cause they just run into cover before they can get hit, but it is a breath of fresh air when the forge can hit them instantly.
Swarms are slow enough as it is, no reason to make forge guns that way too (especially since only slow-ass heavy's can use them, they are vulnerable enough as it is and need that insta-hit ability to be effective). Ok i agree with you.
But 1600 damage hitting instantly, and it's already hard to tell where it came from, so thats kind of foolish |
DJINN leukoplast
Hellstorm Inc League of Infamy
888
|
Posted - 2013.08.02 11:52:00 -
[4] - Quote
N1ck Comeau wrote:DJINN leukoplast wrote:Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower.
Tanks are far too quick (LAV's ever even quicker), and can easily back off when in danger from AV... only time they can't back off too quickly is with a forge, and IMO that works just fine.
Swarms are mostly useless against tanks cause they just run into cover before they can get hit, but it is a breath of fresh air when the forge can hit them instantly.
Swarms are slow enough as it is, no reason to make forge guns that way too (especially since only slow-ass heavy's can use them, they are vulnerable enough as it is and need that insta-hit ability to be effective). Ok i agree with you. But 1600 damage hitting instantly, and it's already hard to tell where it came from, so thats kind of foolish
Well, as an assault/ground-pound player I can't deny being hit from some unknown location and losing a crap-ton of health is annoying (*cough*snipers*cough*)
I witnessed this tonight in the first match I played with the assault forge, was that the tank I was hitting was absolutely oblivious to where the shots were coming from. He started to back up, not knowing it made him more vulnerable to me and my forge.
But hey, until we get the ability to locate sniper hits as infantry, tanks should be just as oblivious to forge hits. This isn't just a forge problem, it is a universal problem.
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N1ck Comeau
Ahrendee Mercenaries EoN.
894
|
Posted - 2013.08.02 11:54:00 -
[5] - Quote
simple, add some scope glare, or something that you can see snipers but not make them like a sitting light.
make the forge gun charge thing super bright. makes it so people know where you are when charging. |
DJINN leukoplast
Hellstorm Inc League of Infamy
888
|
Posted - 2013.08.02 11:59:00 -
[6] - Quote
N1ck Comeau wrote:simple, add some scope glare, or something that you can see snipers but not make them like a sitting light.
make the forge gun charge thing super bright. makes it so people know where you are when charging.
Eh, obvious hit markers in the direction being hit from would be more useful, in both cases. |
Harpyja
DUST University Ivy League
425
|
Posted - 2013.08.02 14:10:00 -
[7] - Quote
Forge guns need to light up their surroundings when charging like they used to. You never know that there's a forge gunner until he hits you. You can see swarms incoming (if they are rendered). |
N1ck Comeau
Ahrendee Mercenaries EoN.
900
|
Posted - 2013.08.02 14:29:00 -
[8] - Quote
Harpyja wrote:Forge guns need to light up their surroundings when charging like they used to. You never know that there's a forge gunner until he hits you. You can see swarms incoming (if they are rendered). I agree, It's a huge ball of electricity, It should be rather obvious when it's chargeing |
Cosgar
ParagonX
3827
|
Posted - 2013.08.02 14:33:00 -
[9] - Quote
N1ck Comeau wrote:Harpyja wrote:Forge guns need to light up their surroundings when charging like they used to. You never know that there's a forge gunner until he hits you. You can see swarms incoming (if they are rendered). I agree, It's a huge ball of electricity, It should be rather obvious when it's chargeing Draw distance would have to get better as well. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
539
|
Posted - 2013.08.02 14:51:00 -
[10] - Quote
Harpyja wrote:Forge guns need to light up their surroundings when charging like they used to. You never know that there's a forge gunner until he hits you. You can see swarms incoming (if they are rendered). This especially sucks with the breach forge gun. Oh man, he can't move, but he really doesn't have to because he threw himself up on a tower while you weren't looking. So, he charges for a while, and then you're flying along one day and suddenly your shields are at 1/5, which is impressive given your ~3.3k effective shields. If that second shot lands, you're done. |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
33
|
Posted - 2013.08.02 16:07:00 -
[11] - Quote
Forge Gun nerf request: People claim the forge gun is OP because it can 1 shot any infantry and mainly because of the deadly forge snipers. They request that you make it like the swarm launcher (strictly AV) because its GÇ£OPGÇ¥ which imo is false. Think about it, even in the weapon description it CLEARLY STATES that itGÇÖs an ANTI MATERIAL WEAPON meaning it isnGÇÖt solely an ANTI VEHICLE. ItGÇÖs a unique gun mainly because itGÇÖs the ONLY weapon that is really effective for both infantry and vehicles. And it also has its MAJOR draw backs like charge time, slow reload and being on a slow moving sitting duck. As for forge sniping, it takes skill, itGÇÖs hard to kill moving targets it requires a dropship and someone with ammo. If a gun requires this much work to get a couple of kills how on earth can it be OP? Don't touch the forge gun seriously. Why is everyone crying so much?
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Medical Crash
Vacuum Cleaner. LLC RUST415
38
|
Posted - 2013.08.02 16:53:00 -
[12] - Quote
N1ck Comeau wrote:Anyone who has seen me in game would know that i have both Proto Forge and Proto HMG.
The forge gun is a very deadly weapon, with over 1500 direct damage it is enough to one hit any infantry soldier.
so looking at the Proto assault forge, (Ishukone) it is very deadly toward infantry. It will still need 2-3 hits of splash to take down a well built assault logi or heavy class.
In my opinion, it should have a slightly smaller blast radius, and slightly lowered splash damage. Making it a more direct hit style of a gun.
It ain't easy getting direct hits with a forge, sense you will have to be farther away in order not to get seen and shot. Forge gun can't perform good up close.
Against vehicles
The forge gun is a monster against vehicles, you can deal well over 3000 damage in just 5 seconds, thats fine in my opinion.
All i want to see be done with forge guns vs tanks are, Make the forge gun projectile have a lowered speed, meaning more time to be able to see it coming at you.
Be able to see when someone is charging it at a distance.
The projectile is bigger in the air. Meaning so you can see when someone has a forge gun.
No, leave the Forge Gun alone, it's fine, leave it alone. Nothing OP about it, just more people whining. |
Alena Ventrallis
Osmon Surveillance Caldari State
37
|
Posted - 2013.08.02 17:13:00 -
[13] - Quote
If the forge gun lit up when charging, and maybe had a slight charge time increase, I'd be happy. Something generating that much electricity should be lit up like Christmas. At least then I can see where its hitting me from so I can counter/hide as appropriate. |
CPL Bloodstone
Neanderthal Nation
137
|
Posted - 2013.08.02 17:31:00 -
[14] - Quote
Forge gun is fine. Its one of the most balanced weapons in the game and doesn't need a nerf. Tank Turrets need a buff though. |
THUNDERGROOVE
ZionTCD
127
|
Posted - 2013.08.02 17:49:00 -
[15] - Quote
N1ck Comeau wrote: Ok i agree with you.
But 1600 damage hitting instantly, and it's already hard to tell where it came from, so thats kind of foolish
Do you get a chance to play with dedicated tankers much? Most of them know right away where it is hitting from just from experience. Similar to how snipers often know where other snipers will be.
In regards to a smaller splash damage, I think that falloff for the forge gun would be perfect if the farther the object you hit is, the smaller the blast radius. Also, a little hint out to other forge gunners, get your proficiency at least to level 3. The extra damage really adds up!
|
D legendary hero
THE WARRIORS OF LEGEND
509
|
Posted - 2013.08.02 18:24:00 -
[16] - Quote
forgun is perfectly fine. it takes mmultiple shotsto take out infantry anyway unless they are standing still. i hate having my dropship shot out the sky but thats not because forguns are OP its because drop ships suck and need to cost half as much |
Poplo Furuya
Condotta Rouvenor Gallente Federation
557
|
Posted - 2013.08.02 19:09:00 -
[17] - Quote
As a Forge Gunner I could certainly agree with a reduction to splash radius, cutting it by a third or a half.
I'd also be fully behind the glow getting upgraded from 'fly-killer' to 'THOR! GOD OF THUNDER!'.
It would technically be a nerf but it would also be awesome. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
138
|
Posted - 2013.08.02 19:20:00 -
[18] - Quote
what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge |
Poplo Furuya
Condotta Rouvenor Gallente Federation
557
|
Posted - 2013.08.02 19:22:00 -
[19] - Quote
Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge They do, over time. DPS isn't where they lose, they lose on burst. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
138
|
Posted - 2013.08.02 19:25:00 -
[20] - Quote
Poplo Furuya wrote:Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge They do, over time. DPS isn't where they lose, they lose on burst.
what does that mean, they do more over time, they loose on burst??? |
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Poplo Furuya
Condotta Rouvenor Gallente Federation
557
|
Posted - 2013.08.02 19:30:00 -
[21] - Quote
Alabastor 'TheBlaster' Alcar wrote:Poplo Furuya wrote:Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge They do, over time. DPS isn't where they lose, they lose on burst. what does that mean, they do more over time, they loose on burst??? In damage delivered over 7.5 seconds, FG wins.
In damage delivered over 12 seconds, Railgun wins.
The more time you add the more the rail pulls ahead. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
138
|
Posted - 2013.08.02 19:32:00 -
[22] - Quote
weak rail turrets should do at minimum the same as a proto forge shot for shot |
lithkul devant
Cerberus Network. The Superpowers
18
|
Posted - 2013.08.02 19:45:00 -
[23] - Quote
What I would like to see happen for forge guns, is that they get an effective range, say medium range to be fair, after that much distance is traveled the shot looses power like every other infintry weapon (except sniper rifle). A big glow like it used to have, maybe have a few mosquitoes die around it or something j/k. Then a 1/4 reduction in splash damage radius, as I understand it, this gun should be a direct fire, looking to just destroy things in its path not be like the mass driver in a way. I do not mind dying to a well placed or a lucky shot, that happens, what I do mind is when people carelessly throw about explosives and explosive projectiles. (Orbital strike really annoys me in this regard) If the gun was to keep its splash damage radius, I really do hope a form of team damage comes into effect soon. |
Medical Crash
Vacuum Cleaner. LLC RUST415
41
|
Posted - 2013.08.02 19:48:00 -
[24] - Quote
lithkul devant wrote:What I would like to see happen for forge guns, is that they get an effective range, say medium range to be fair, after that much distance is traveled the shot looses power like every other infintry weapon (except sniper rifle). A big glow like it used to have, maybe have a few mosquitoes die around it or something j/k. Then a 1/4 reduction in splash damage radius, as I understand it, this gun should be a direct fire, looking to just destroy things in its path not be like the mass driver in a way. I do not mind dying to a well placed or a lucky shot, that happens, what I do mind is when people carelessly throw about explosives and explosive projectiles. (Orbital strike really annoys me in this regard) If the gun was to keep its splash damage radius, I really do hope a form of team damage comes into effect soon. No, leave it alone. Forges need that range to stay alive from HAVs. Nothing wrong with the FG, once again leave it alone. Dear lord people just have to whine about weapons in this game, doesn't matter what it is, they always seem to find one. |
Roldrage
DIOS X. II Top Men.
121
|
Posted - 2013.08.02 21:36:00 -
[25] - Quote
Those who say the forge is fine clearly haven't used vehicles, more specifically dropships. |
Doshneil Antaro
Dem Durrty Boyz
107
|
Posted - 2013.08.02 22:52:00 -
[26] - Quote
Forge guns don't bother me, but it still blows my mind that they do more damage to than a tank rail gun. |
Dimitri Rascolovitch
The Immortal Knights
10
|
Posted - 2013.08.02 23:39:00 -
[27] - Quote
Roldrage wrote:Those who say the forge is fine clearly haven't used vehicles, more specifically dropships.
i have used DSs, the forge gun is fine, the DS just suck
edit- you have to lead the everloving crap out of good DS pilots |
Rusty Shallows
Black Jackals
208
|
Posted - 2013.08.02 23:59:00 -
[28] - Quote
N1ck Comeau wrote:snip
In my opinion, it should have a slightly smaller blast radius, and slightly lowered splash damage. Making it a more direct hit style of a gun.
snip Or they could just remove splash radius and damage altogether. Then buff the muzzle velocity to sonic speed. Lower the range by 100 meters or so.
As a scifi fan I like Forge Guns as they are. Powerful and require skill. Besides a good chunk of re-balancing in this game generally end with nerfs. |
castba
Penguin's March
46
|
Posted - 2013.08.03 05:01:00 -
[29] - Quote
Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge I have never understood this complaint from tankers. Your rail gun is a OHK to infantry just like my forge... And it fires faster. I have no issues with the rail gun but why so much complaining about it? |
N1ck Comeau
Ahrendee Mercenaries EoN.
908
|
Posted - 2013.08.04 19:42:00 -
[30] - Quote
castba wrote:Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge I have never understood this complaint from tankers. Your rail gun is a OHK to infantry just like my forge... And it fires faster. I have no issues with the rail gun but why so much complaining about it? Rail gun and forge are pretty equal. |
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Mary Sedillo
Pure Innocence. EoN.
192
|
Posted - 2013.08.04 20:13:00 -
[31] - Quote
DJINN leukoplast wrote:Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower.
Tanks are far too quick (LAV's ever even quicker), and can easily back off when in danger from AV... only time they can't back off too quickly is with a forge, and IMO that works just fine.
Swarms are mostly useless against tanks cause they just run into cover before they can get hit, but it is a breath of fresh air when the forge can hit them instantly.
Swarms are slow enough as it is, no reason to make forge guns that way too (especially since only slow-ass heavy's can use them, they are vulnerable enough as it is and need that insta-hit ability to be effective).
The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
Vs. Swarms, I may get hit and rarely taken down, but I can react to them at least! They can hit hard, but not at the insane levels of the forge guns.
Forge v Tanks are very balanced at the moment. Good damage, and with the right tank fit, you can get away. Not always, but you can survive 1v1. 2 forge gunners, well... lets just hope you get to cover!
|
D legendary hero
THE WARRIORS OF LEGEND
562
|
Posted - 2013.08.04 20:50:00 -
[32] - Quote
Medical Crash wrote:lithkul devant wrote:What I would like to see happen for forge guns, is that they get an effective range, say medium range to be fair, after that much distance is traveled the shot looses power like every other infintry weapon (except sniper rifle). A big glow like it used to have, maybe have a few mosquitoes die around it or something j/k. Then a 1/4 reduction in splash damage radius, as I understand it, this gun should be a direct fire, looking to just destroy things in its path not be like the mass driver in a way. I do not mind dying to a well placed or a lucky shot, that happens, what I do mind is when people carelessly throw about explosives and explosive projectiles. (Orbital strike really annoys me in this regard) If the gun was to keep its splash damage radius, I really do hope a form of team damage comes into effect soon. No, leave it alone. Forges need that range to stay alive from HAVs. Nothing wrong with the FG, once again leave it alone. Dear lord people just have to whine about weapons in this game, doesn't matter what it is, they always seem to find one. ^^except ARs |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
70
|
Posted - 2013.08.04 22:18:00 -
[33] - Quote
Don't touch the forge gun |
Vyzion Eyri
The Southern Legion
1122
|
Posted - 2013.08.04 22:29:00 -
[34] - Quote
Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth.
I'm sorry, but for those who say "forge guns are fine, dropships suck":
If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone.
A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner.
I believe the aiming reticle on the forge gun should reflect a little dispersion.
Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too.
No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
70
|
Posted - 2013.08.04 22:42:00 -
[35] - Quote
Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad |
Thurak1
Psygod9 RISE of LEGION
31
|
Posted - 2013.08.05 01:05:00 -
[36] - Quote
Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge Probably because they have infinite ammo. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
336
|
Posted - 2013.08.05 01:13:00 -
[37] - Quote
DJINN leukoplast wrote: Well, as an assault/ground-pound player I can't deny being hit from some unknown location and losing a crap-ton of health is annoying (*cough*snipers*cough*)
I witnessed this tonight in the first match I played with the assault forge, was that the tank I was hitting was absolutely oblivious to where the shots were coming from. He started to back up, not knowing it made him more vulnerable to me and my forge.
But hey, until we get the ability to locate sniper hits as infantry, tanks should be just as oblivious to forge hits. This isn't just a forge problem, it is a universal problem.
You are not allowed to talk about AV or vehicles, because you clearly want them to be **** or removed. Get out. |
Thurak1
Psygod9 RISE of LEGION
31
|
Posted - 2013.08.05 01:15:00 -
[38] - Quote
I use the forge gun a lot and yes i manage to down dropships but its not as easy as you make it seem. Once your shilds drop to nothing instantly you should know its time to grab some altatude and boogy if you cant do that in 2.5 seconds yep your done but you have 2.5 seconds. Which in this game is nearly an eternity.. My heavy suite can be destroyed by a AR in less than 2 seconds and i have over 1k ehps between shields and armor. What would be nice is if forge guns had an accurate targeting reticle.
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Jeremy House
Ahrendee Mercenaries EoN.
15
|
Posted - 2013.08.05 01:18:00 -
[39] - Quote
I'm going to have to disagree with you Nick. Forge guns against infantry are perfectly balanced. People are just too lazy to come after me when I am on my perch or in my nest. If they would come after me with snipers, dropships, and orbitals more often then I would have no choice but to eventually back down a bit, maybe even totally if their methods prove efficacious.
I'll say it once as I have before on another thread.
Stop crying nerf and face adversity in the face. Beowulf did not once cry to nerf Grendel. The minutemen of the American Revolution did not cry nerf when the red coats came to town. Both faced their challenges head on, and succeeded. While many others have faced adversity and failed, they faced it none the less. The ARVN fought a tough battle for South Vietnam, but they had failed. Players should not be afraid of such failure, for if it does befall upon them we can always respawn and try again. This is a game after all.
But no really, the forge gun is fine as it is. I would be all for us being lit up like Christmas trees. Just please make an attempt at killing us before you go crying momma to CCP. |
castba
Penguin's March
48
|
Posted - 2013.08.05 02:27:00 -
[40] - Quote
To all those that say the FG is OP...
If it was truely OP, would be not be seeing 10 or so on the opposing team ala CalLogi/Devole AR or CalLogi/Core Flaylock pre 1.3? How many Forge gunners do you usually see in a game? Most I see is 3-4 total...
To the DS pilots. Not all maps are equal. Forge gunners have it easy with you guys on some (Manus Peak springs to mind), whereas on other maps the DS pilot can use structures and elevation to easily drop mercs in advantageous positions (you really need an eject button sometimes) and make life difficult (sometimes next to impossible) for AV to bring them down. I should also mention that, barring the pussies up on the spires, forge gunners have to take note and contend with the enemy infantry threat before going after drop ships. |
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N1ck Comeau
Ahrendee Mercenaries EoN.
909
|
Posted - 2013.08.05 11:35:00 -
[41] - Quote
People seem confused here, but let me be clear.
I use the forge gun, i like the forge gun.
I don't want a nerf, i want a balance.
All i really want to see, is the ability for a tanker (for example) to see someone charging a forge gun.
This would solve many problems, including, rooftop forge gunners. dropship hunters.
With the ability to shoot a massive high damage energy weapon, how come we can't see them being charged?
We can see swarms in the air (mostly) but forge gun shots are so fast, it's hard to tell where they came from. You can't see him high up on the roof, most likely sitting where only his head would poke out anyways. So if we could see them charging up, that would be perfect in my opinion.
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TheD1CK
Dead Man's Game
1
|
Posted - 2013.08.05 11:43:00 -
[42] - Quote
CCP need to give thier Forge Gun variations more effective, Breach FG - Long range High power, Assault FG - CQC, fast but lower damage, leaving the regular with a balanced style, imo |
Jeremy House
Ahrendee Mercenaries EoN.
16
|
Posted - 2013.08.05 11:56:00 -
[43] - Quote
N1ck Comeau wrote:People seem confused here, but let me be clear.
I use the forge gun, i like the forge gun.
I don't want a nerf, i want a balance.
All i really want to see, is the ability for a tanker (for example) to see someone charging a forge gun.
This would solve many problems, including, rooftop forge gunners. dropship hunters.
With the ability to shoot a massive high damage energy weapon, how come we can't see them being charged?
We can see swarms in the air (mostly) but forge gun shots are so fast, it's hard to tell where they came from. You can't see him high up on the roof, most likely sitting where only his head would poke out anyways. So if we could see them charging up, that would be perfect in my opinion.
Proposing just that would be a fair balance.
Proposing a smaller blast radius or a lower splash damage against infantry is asking for a nerf. I two shot any suit, other than heavies and scouts. It already takes me 4 shots or so to down a heavy. This is only because I have spent the time to get a large quantity of my skill points into it. The damage itself is balanced imo.
If a guy stands in the open, running in a predictable path for 4 seconds, I will kill him. He should have knowledge enough not to do that. Same thing would go if I was a sniper. |
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.08.05 11:57:00 -
[44] - Quote
I think it's perfect where it is - The only addition I'd make is I'd give the FG a thermal scope perhaps - something to spot ONLY VEHICLES easier.
As it's an AV weapon, this would help identify LAV'S/HAV's.
Or maybe so you can spot those pesky redline Thale/charge snipers ;) |
BL4CKST4R
WarRavens League of Infamy
913
|
Posted - 2013.08.05 11:58:00 -
[45] - Quote
I think the forge gun should be made to do 110/90 instead of 90/110, and the projectile should not be slower since vehicles are pretty fast. Although there should be a specific damage indicator for when your being hit by a forge gun, or make forge gunners stick out like a sore thumb in the TACNET. |
Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.05 12:46:00 -
[46] - Quote
FLAYLOCK Steve wrote:Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad
So an Assault Rifle can't attain 100% accuracy firing from the hip but a giant-ass cannon can? Unless forge gun bipods are implemented, dispersion makes sense.
To the argument "not all maps are for dropships". No ****! That's because all maps have wide open skies begging for AV to shoot us down!
To the argument "dropships can get away after the first hit". Oh, great. Only to be shot down if we try do our job once we've repaired. That's 20-30 seconds waiting for our HP to regenerate with our reppers, then another 30-40 seconds waiting for the cooldowns so we can survive, all this time I have 2-3 people on my team spawning in who have to wait and do nothing because I NEED full HP to go out, or that forge gun will have me.
Do you guys even understand the role of the dropship? We want to get troops to positions they couldn't normally access quickly or effectively. This means we can't simply skirt the edges of the redline, avoiding AV all game. Sure, we'd stay alive, but what's the point of my in-built mCRU? We have to get people to places, and when we do we die way too quickly.
Effectively, you've denied at least an eighth of the other team from doing anything, and you can still kill the rest of the team using that same weapon. Could the CalLogi do that? No. Could the flaylock do that? Nope. |
Thurak1
Psygod9
33
|
Posted - 2013.08.13 09:38:00 -
[47] - Quote
Vyzion Eyri wrote:FLAYLOCK Steve wrote:Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad So an Assault Rifle can't attain 100% accuracy firing from the hip but a giant-ass cannon can? Unless forge gun bipods are implemented, dispersion makes sense. To the argument "not all maps are for dropships". No ****! That's because all maps have wide open skies begging for AV to shoot us down! To the argument "dropships can get away after the first hit". Oh, great. Only to be shot down if we try do our job once we've repaired. That's 20-30 seconds waiting for our HP to regenerate with our reppers, then another 30-40 seconds waiting for the cooldowns so we can survive, all this time I have 2-3 people on my team spawning in who have to wait and do nothing because I NEED full HP to go out, or that forge gun will have me. Do you guys even understand the role of the dropship? We want to get troops to positions they couldn't normally access quickly or effectively. This means we can't simply skirt the edges of the redline, avoiding AV all game. Sure, we'd stay alive, but what's the point of my in-built mCRU? We have to get people to places, and when we do we die way too quickly. Effectively, you've denied at least an eighth of the other team from doing anything, and you can still kill the rest of the team using that same weapon. Could the CalLogi do that? No. Could the flaylock do that? Nope. If a couple of forge gunners are preventing your entire team from using drop ships something is wrong. It takes seconds to charge up a charge and shooting at a moving target isnt easy. Its not like forge gunners are all that mobile either they are in heavy suits so if they are moving somewhere in a hurry they are probably in a lav. Swarm launchers are far more effective vs dropships. You can run around in a fast suit you gain a lock fire and forget maybe duck into cover and poke out again and repeat. Heavies can sort of do that but running is wicked slow and forge rounds dont track so we have to have a really nice clear line of sight. |
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